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Use GLSL 3 ES in the shaders -- i.e. shaders start with the #version 300 es directive.
Use the newly created program to render a node.
Expected behavior
Shaders should be able to be written in GLSL 3 ES.
Actual behavior
Uncaught Error: loadShader: error while compiling the shader:
ERROR: 0:2: 'version' : #version directive must occur before anything else, except for comments and white space
ERROR: 0:6: 'in' : storage qualifier supported in GLSL ES 3.00 and above only
ERROR: 0:7: 'in' : storage qualifier supported in GLSL ES 3.00 and above only
ERROR: 0:8: 'in' : storage qualifier supported in GLSL ES 3.00 and above only
ERROR: 0:9: 'in' : storage qualifier supported in GLSL ES 3.00 and above only
ERROR: 0:15: 'out' : storage qualifier supported in GLSL ES 3.00 and above only
ERROR: 0:16: 'out' : storage qualifier supported in GLSL ES 3.00 and above only
ERROR: 0:17: 'out' : storage qualifier supported in GLSL ES 3.00 and above only
#define PICKING_MODE
#version 300 es
precision mediump float;
...
Note
I bumped into this issue while upgrading my project from 3.0.0-alpha3 to 3.0.0. So far, I have worked around it by using a custom version of Program<U, N, E, G> that, instead of PICKING_PREFIX + SHADER_SOURCE, uses this function:
Using GLSL 3 ES causes shader compilation errors due to the prepended
#define PICKING_MODE
line.Sigma.js version: 3.0.0
Graphology version: 0.25.4
Operating System: Windows 11
Web browser: Firefox 133.0.3, Chrome 131.0.6778.205
Steps to reproduce
Program<U, N, E, G>
.#version 300 es
directive.Expected behavior
Shaders should be able to be written in GLSL 3 ES.
Actual behavior
Note
I bumped into this issue while upgrading my project from
3.0.0-alpha3
to3.0.0
. So far, I have worked around it by using a custom version ofProgram<U, N, E, G>
that, instead ofPICKING_PREFIX + SHADER_SOURCE,
uses this function:It's not pretty, but it works for now.
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